292 research outputs found
Minimizing the average distance to a closest leaf in a phylogenetic tree
When performing an analysis on a collection of molecular sequences, it can be
convenient to reduce the number of sequences under consideration while
maintaining some characteristic of a larger collection of sequences. For
example, one may wish to select a subset of high-quality sequences that
represent the diversity of a larger collection of sequences. One may also wish
to specialize a large database of characterized "reference sequences" to a
smaller subset that is as close as possible on average to a collection of
"query sequences" of interest. Such a representative subset can be useful
whenever one wishes to find a set of reference sequences that is appropriate to
use for comparative analysis of environmentally-derived sequences, such as for
selecting "reference tree" sequences for phylogenetic placement of metagenomic
reads. In this paper we formalize these problems in terms of the minimization
of the Average Distance to the Closest Leaf (ADCL) and investigate algorithms
to perform the relevant minimization. We show that the greedy algorithm is not
effective, show that a variant of the Partitioning Among Medoids (PAM)
heuristic gets stuck in local minima, and develop an exact dynamic programming
approach. Using this exact program we note that the performance of PAM appears
to be good for simulated trees, and is faster than the exact algorithm for
small trees. On the other hand, the exact program gives solutions for all
numbers of leaves less than or equal to the given desired number of leaves,
while PAM only gives a solution for the pre-specified number of leaves. Via
application to real data, we show that the ADCL criterion chooses chimeric
sequences less often than random subsets, while the maximization of
phylogenetic diversity chooses them more often than random. These algorithms
have been implemented in publicly available software.Comment: Please contact us with any comments or questions
Multistep-Ahead Neural-Network Predictors for Network Traffic Reduction in Distributed Interactive Applications
Predictive contract mechanisms such as dead reckoning are widely employed to support scalable
remote entity modeling in distributed interactive applications (DIAs). By employing a form of
controlled inconsistency, a reduction in network traffic is achieved. However, by relying on the
distribution of instantaneous derivative information, dead reckoning trades remote extrapolation
accuracy for low computational complexity and ease-of-implementation. In this article, we present
a novel extension of dead reckoning, termed neuro-reckoning, that seeks to replace the use of
instantaneous velocity information with predictive velocity information in order to improve the
accuracy of entity position extrapolation at remote hosts. Under our proposed neuro-reckoning
approach, each controlling host employs a bank of neural network predictors trained to estimate
future changes in entity velocity up to and including some maximum prediction horizon. The effect
of each estimated change in velocity on the current entity position is simulated to produce an
estimate for the likely position of the entity over some short time-span. Upon detecting an error
threshold violation, the controlling host transmits a predictive velocity vector that extrapolates
through the estimated position, as opposed to transmitting the instantaneous velocity vector. Such
an approach succeeds in reducing the spatial error associated with remote extrapolation of entity
state. Consequently, a further reduction in network traffic can be achieved. Simulation results
conducted using several human users in a highly interactive DIA indicate significant potential
for improved scalability when compared to the use of IEEE DIS standard dead reckoning. Our
proposed neuro-reckoning framework exhibits low computational resource overhead for real-time
use and can be seamlessly integrated into many existing dead reckoning mechanisms
Multistep-Ahead Neural-Network Predictors for Network Traffic Reduction in Distributed Interactive Applications
Predictive contract mechanisms such as dead reckoning are widely employed to support scalable
remote entity modeling in distributed interactive applications (DIAs). By employing a form of
controlled inconsistency, a reduction in network traffic is achieved. However, by relying on the
distribution of instantaneous derivative information, dead reckoning trades remote extrapolation
accuracy for low computational complexity and ease-of-implementation. In this article, we present
a novel extension of dead reckoning, termed neuro-reckoning, that seeks to replace the use of
instantaneous velocity information with predictive velocity information in order to improve the
accuracy of entity position extrapolation at remote hosts. Under our proposed neuro-reckoning
approach, each controlling host employs a bank of neural network predictors trained to estimate
future changes in entity velocity up to and including some maximum prediction horizon. The effect
of each estimated change in velocity on the current entity position is simulated to produce an
estimate for the likely position of the entity over some short time-span. Upon detecting an error
threshold violation, the controlling host transmits a predictive velocity vector that extrapolates
through the estimated position, as opposed to transmitting the instantaneous velocity vector. Such
an approach succeeds in reducing the spatial error associated with remote extrapolation of entity
state. Consequently, a further reduction in network traffic can be achieved. Simulation results
conducted using several human users in a highly interactive DIA indicate significant potential
for improved scalability when compared to the use of IEEE DIS standard dead reckoning. Our
proposed neuro-reckoning framework exhibits low computational resource overhead for real-time
use and can be seamlessly integrated into many existing dead reckoning mechanisms
Web-based sensor streaming wearable for respiratory monitoring applications.
This paper presents a system for remote monitoring of respiration of individuals that can detect respiration rate, mode of breathing and identify coughing events. It comprises a series of polymer fabric-sensors incorporated into a sports vest, a wearable data acquisition platform and a novel rich internet application (RIA) which together enable remote real-time monitoring of untethered wearable systems for respiratory rehabilitation. This system will, for the first time, allow therapists to monitor and guide the respiratory efforts of patients in real-time through a web browser. Changes in abdomen expansion and contraction associated with respiration are detected by the fabric sensors and transmitted wirelessly via a Bluetooth-based solution to a standard computer. The respiratory signals are visualized locally through the RIA and subsequently published to a sensor streaming cloud-based server. A web-based signal streaming protocol makes the signals available as real-time streams to authorized subscribers over standard browsers. We demonstrate real-time streaming of a six-sensor shirt rendered remotely at 40 samples/s per sensor with perceptually acceptable latency (<0.5s) over realistic
network conditions
Using Neural Networks to Reduce Entity State Updates in Distributed Interactive Applications
Dead reckoning is the most commonly used predictive
contract mechanism for the reduction of network traffic in
Distributed Interactive Applications (DIAs). However,
this technique often ignores available contextual
information that may be influential to the state of an
entity, sacrificing remote predictive accuracy in favour of
low computational complexity. In this paper, we present a
novel extension of dead reckoning by employing neuralnetworks
to take into account expected future entity
behaviour during the transmission of entity state updates
(ESUs) for remote entity modeling in DIAs. This
proposed method succeeds in reducing network traffic
through a decrease in the frequency of ESU transmission
required to maintain consistency. Validation is achieved
through simulation in a highly interactive DIA, and results
indicate significant potential for improved scalability
when compared to the use of the IEEE DIS Standard dead
reckoning technique. The new method exhibits relatively
low computational overhead and seamless integration with
current dead reckoning schemes
Formalizing a Framework for Dynamic Hybrid Strategy Models in Distributed Interactive Applications
Predictive contract mechanisms such as dead reckoning are widely
employed to support scalable remote entity modelling in Distributed
Interactive Applications (DIAs). By employing a form of controlled
inconsistency, a reduction in network traffic is achieved. Previously,
we have proposed the Dynamic Hybrid Strategy Model (DHSM) as
an extension to the concept of dead reckoning that adaptively selects
extrapolation models based on the use of local performance criteria.
In this paper, we formalize the notion of the DHSM as a generalized
framework for network traffic reduction in DIAs, alongside a set of
consistency metrics for use as local performance criteria
Dynamic Hybrid Strategy Models for Networked Mulitplayer Games
Two of the primary factors in the development of
networked multiplayer computer games are network
latency and network bandwidth. Reducing the effects of
network latency helps maintain game-state fidelity,
while reducing network bandwidth usage increases the
scalability of the game to support more players. The
current technique to address these issues is to have each
player locally simulate remote objects (e.g. other
players). This is known as dead reckoning. Provided the
local simulations are accurate to within a given
tolerance, dead reckoning reduces the amount of
information required to be transmitted between players.
This paper presents an extension to the recently
proposed Hybrid Strategy Model (HSM) technique,
known as the Dynamic Hybrid Strategy Model
(DHSM). By dynamically switching between models of
user behaviour, the DHSM attempts to improve the
prediction capability of the local simulations, allowing
them to stay within a given tolerance for a longer
amount of time. This can lead to further reductions in
the amount of information required to be transmitted.
Presented results for the case of a simple first-person
shooter (FPS) game demonstrate the validity of the
DHSM approach over dead reckoning, leading to a
reduction in the number of state update packets sent and
indicating significant potential for network traffic
reduction in various multiplayer games/simulations
A Realistic Distributed Interactive Application Testbed for Static and Dynamic Entity State Data Acquisition
Scalability is an important issue for Distributed
Interactive Application (DIA) designers. In order to achieve this, it
is important to minimise the network traffic required to maintain
the DIA. A commonly used technique to reduce network traffic is
through short-term entity dynamics extrapolation. However, this
technique makes no use of a priori information regarding entity
dynamics. We have been developing methods to employ this
information through a number of techniques, primarily statistical
in nature, which have shown great promise in constrained
experimental environments. The main tenet of our approach is that
user behaviour in real DIAs follows patterns, and through
acquisition, analysis and exploitation of these patterns, a reduction
in network traffic can be achieved. In this paper, we report on our
development of a realistic DIA based on an industry standard SDK
in which we have implemented data acquisition routines that allow
us to do this. Results are presented for trial runs using the system.
These results clearly exhibit patterns of user behaviour consistent
with our previous research and suggest that the exploitation of this
knowledge can help reduce network traffic
A Realistic Distributed Interactive Application Testbed for Static and Dynamic Entity State Data Acquisition
Scalability is an important issue for Distributed
Interactive Application (DIA) designers. In order to achieve this, it
is important to minimise the network traffic required to maintain
the DIA. A commonly used technique to reduce network traffic is
through short-term entity dynamics extrapolation. However, this
technique makes no use of a priori information regarding entity
dynamics. We have been developing methods to employ this
information through a number of techniques, primarily statistical
in nature, which have shown great promise in constrained
experimental environments. The main tenet of our approach is that
user behaviour in real DIAs follows patterns, and through
acquisition, analysis and exploitation of these patterns, a reduction
in network traffic can be achieved. In this paper, we report on our
development of a realistic DIA based on an industry standard SDK
in which we have implemented data acquisition routines that allow
us to do this. Results are presented for trial runs using the system.
These results clearly exhibit patterns of user behaviour consistent
with our previous research and suggest that the exploitation of this
knowledge can help reduce network traffic
Locally performed postoperative circulating tumour DNA testing performed during routine clinical care to predict recurrence of colorectal cancer
Background: Identifying patients at high risk for colorectal cancer recurrence is essential for improving prognosis. In the postoperative period, circulating tumour DNA (ctDNA) has been demonstrated as a significant prognostic indicator of recurrence. These results have been obtained under the strict rigours of clinical trials, but not validated in a real-world setting using in-house testing. We report the outcomes of locally performed postoperative ctDNA testing conducted during routine clinical care and the association with the recurrence of colorectal cancer. Methods: We recruited 36 consecutive patients with newly diagnosed colorectal cancer between 2018 and 2020. Postoperative plasma samples were collected at the first outpatient review following resection. Tumour-informed ctDNA analysis was performed using droplet digital polymerase chain reaction or targeted next-generation sequencing. Results: At the time of surgery, there were 24 patients (66.7%) with localized cancer, nine (25%) with nodal spread, and three (8.3%) with metastatic disease. The median time from surgery to plasma sample donation was 22 days (IQR 20–28 days). At least one somatic mutation was identified in primary tumour tissue for 28 (77.8%) patients. Postoperative ctDNA was detected in five patients (13.9%). The median duration of follow-up was 32.0 months (IQR 27.2–38.1 months). Two patients (5.56%) developed metastatic recurrence. However, neither had detectable postoperative ctDNA. There were no instances of loco-regional recurrence. Conclusion: Analysis of postoperative ctDNA testing can be performed locally, however this study did not reproduce the adverse association between detectable postoperative ctDNA and the development of colorectal cancer recurrence seen in clinical trials
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